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PERANCANGAN MAJALAH VISUAL INTERAKTIF UNTUK MENCIPTAKAN DIALOG ANTAR MASYARAKAT SISTER CITY BANDUNG-BRAUNSCHWEIG Lumbantobing, Gracia Octaveni; -, Irfansyah
Visual Communication Design Vol 3, No 1 (2014)
Publisher : Visual Communication Design

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (0.168 KB)

Abstract

Peran komunikasi dapat menjaga kontinuitas program kerjasama hubungan diplomatis Sister City Bandung-Braunschweig yang memiliki visi misimeningkatkan kualitas karakter, produktivitas serta kolaborasi antar kedua kota. Karakter sebuah kota dapat dilihat dari impuls pergerakan daninteraksi masyarakat. Dengan mengaitkan teknologi media digital dan menyadur format majalah yang diterbitkan secara berkala dengan kontenpembahasan pola hidup, bisnis-ekonomi, komunitas, ekspresi diri dan pariwisata, peluang dialog yang efektif, terstruktur dan berkelanjutan dapatmenjadi wadah berdialog sekaligus merealisasikan buah pikiran masyarakat ke dalam tulisan, gambar, audiovisual dan tidak membatasi area kreasidan kematangan berpikir sehingga dapat menjadi representasi tanpa menggerus identitas dari kedua kota tersebut.// //
Influence of Visual Framing Code in Sundanese Golek Performance on Television Irfansyah, Irfansyah
TAWARIKH Vol 4, No 2 (2013)
Publisher : ASPENSI in Bandung, Indonesia

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Abstract

ABSTRACT: The art of “wayang golek” or “golek” is indigenous to Sundanese people. As a Sundanese traditional art, “golek” has been developed within generations of Sundanese people up to these days, based on a convention called “pakem” or “tetekon”. “Golek” is a variety of “wayang” (Indonesian shadow puppet) made of wood, similar to a doll and can be moved freely. “Wayang golek” is usually performed in an open space, throughout the night. Sundanese people commonly hold a “golek” performance for a ritual such as “ruwatan” and “sekatenan” that commemorates “Maulid Nabi Muhammad SAW”. However, since time has passed, marked by the existence of mass media in the form of television (TV) among Sundanese people, “golek” performance started to be broadcasted on TV. Since the performance of “golek” on TV has been possible, it represents a significant difference compared to traditional “golek” performance, which is marked by the visual language of television or “visual framing”, such as zoom in/out, panning, tilt up/down, close up, medium close, etc. The change in visual representation of “golek” on TV becomes sensational and entertaining, compared to traditional “golek” performances which are symbolic and ritual. KEY WORDS: Change, code, visual framing, “wayang golek”, Sundanese society, television, and entertainment.About the Author: Irfansyah is a Leturer at the Study Program of Visual Communication Design, Faculty of Fine Art and Design ITB (Bandung Institute of Technology), Jalan Ganesha No.10 Tamansari, Bandung 40132, West Java, Indonesia. E-mail address: fandkv@yahoo.co.idHow to cite this article? Irfansyah. (2013). “Influence of Visual Framing Code in Sundanese Golek Performance on Television” in TAWARIKH: International Journal for Historical Studies, Vol.4(2) April, pp.245-262. Bandung, Indonesia: ASPENSI [Asosiasi Sarjana Pendidikan Sejarah Indonesia] and UVRI [Universitas Veteran Republik Indonesia], ISSN 2085-0980. Chronicle of the article: Accepted (February 10, 2013); Revised (March 14, 2013); and Published (April 28, 2013).
Perbandingan Kode Visual Pertunjukan Golek Sunda Tradisional dan Pertunjukan Golek Sunda dalam Media TV -, Irfansyah; Piliang, Yasraf A.
PANGGUNG Vol 23, No 2 (2013): Eksplorasi Gagasan, Identitas, dam Keberdayaan Seni
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/panggung.v23i2.97

Abstract

ABSTRACT Wayang Golek is a Sundanese typical performing art that has grown on generations by the grip. The grip becomes a kind of rule or code in Wayang Golek show which govern all the constituent elements. Since the presence of Television, Wayang Golek is then performed through this media. However, since Wayang Golek is performed through Television, it represents significant differences with Wayang Golek traditional show. The differences are shown by the creation of stage design com- bined with digital technology and its various effects, such as zoom in/out, opening title, and even the broadcast interactive model. To understand the differences between Wayang Golek traditional show and on Television, the method which is used is the study of cause and effect or comparison (caus- al-comparative studies). The purpose of the study is to determine the changes of the visual elements in Wayang Golek show on Television. The result of the research shows that there are significant differences between Wayang Golek traditional show and on Television. Keywords: Visual Code, Sundanese Golek Show  ABSTRAK Kesenian Wayang Golek merupakan pertunjukan khas masyarakat Sunda yang telah ter­ bangun secara turun temurun berdasarkan pakem. Pakem menjadi semacam aturan main (kode) yang mengatur pertunjukan dan pembuatan Golek. Sejak munculnya media televisi, pertunjukan Wayang Golek pun kemudian dipentaskan melalui media ini. Akan tetapi, semenjak pertunjukan Wayang Golek dipentaskan dalam media televisi nyatanya mere­ presentasikan perbedaan yang signifikan dengan pertunjukan Wayang Golek tradisional. Perbedaan itu ditunjukkan dengan kreasi tata panggung yang dipadu dengan teknologi digital dan berbagai efeknya, seperti efek zoom in/out, munculnya opening title, hingga model interaktif siaran. Untuk memahami perbedaan antara pertunjukan Wayang Golek tradisional dengan pertunjukan Wayang Golek dalam media televisi, maka metode yang digunakan adalah metode studi perbandingan (comparative studies). Adapun tujuan dari penelitian ini adalah untuk memperoleh pemahaman terkait adanya perubahan unsur yang muncul pada pertunjukan Wayang Golek dalam media televisi. Hasil penelitian menun­ jukkan adanya perbedaan yang signifikan antara pertunjukan Wayang Golek tradisional dengan pertunjukan Wayang Golek dalam media Televisi. Kata Kunci: Kode Visual, Pertunjukan Golek Sunda
Telaah Etika Sinematika Deleuze Pada Reprensentasi Perempuan Jawa dalam Film 'SETAN JAWA’ Karya Garin Nugroho Dewi, Agustina Kusuma; Piliang, Yasraf Amir; Irfansyah, Irfansyah
Visualita Jurnal Online Desain Komunikasi Visual Vol 8 No 1 (2019): Agustus
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (435.193 KB) | DOI: 10.33375/vslt.v8i1.1867

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Film is a medium of visual communication that plays a role in the dissemination of women's concept discourse in Indonesia, one of which is due to its distinctive characteristics that can last for a long period of time, potentially wider in its dissemination, including also being a mass media hypnotic culture. The film is closely related to the concept of gaze, male gaze in the cinematography industry, which according to overly uses men's views, which is positioning women as subjects who have no power over themselves (self-possessiveness) but as objects of male gaze. Women become commodities in the film, a sex object that is commodified to construct an image that represents the position of women is as an additional role that is not important in one film narrative. In the male gaze narration, women in the film do not act, but become part of the actions of men. Morally, male gaze assumes that the behavior of women in films has a vacuum, but in Garin Nugroho's 'Setan Jawa’ using Deleuze's cinematic study, women are positioned to have other representations that differ from the ethics of cinematics which do not place women as signs of sex objectification for the sake of fulfillment of men's desires, but as subjects who are fully empowered and may wish of themselves.
GOFFMAN’ DRAMATURGY OF MOVEMENT CONCEPT IN SETAN JAWA FILM BY GARIN NUGROHO Dewi, Agustina Kusuma; Piliang, Yasraf Amir; Irfansyah, Irfansyah; Saidi, Acep Iwan
International Journal of Humanity Studies (IJHS) Vol 3, No 2 (2020): March 2020
Publisher : Sanata Dharma University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (16.384 KB) | DOI: 10.24071/ijhs.v3i2.2339

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Dramaturgy Goffmann closely related to the model of the interaction between the persona by assuming that a mode of social relations as a stage show. There are self-raised, there are purposely hidden for management to create a certain impression. Setan Jawa Film by Garin Nugroho, as an art film, the issue of movement as the media said the film that marks the cultural code of Java to interact. This study aims to identify the perception of motion applicable to the 'movement' in Setan Jawa Film using test questionnaire responses on the perception of respondents from diverse ethnic, which was later confirmed by the method of Focused Group Discussion with Goffmann’ Dramaturgy analysis as the basis of interpretation.
PERAN STRATEGIS BADAN PENYELESAIAN SENGKETA KONSUMEN (BPSK) MENURUT UNDANG-UNDANG NOMOR 8 TAHUN 1999 TENTANG PERLINDUNGAN KONSUMEN Irfansyah, Irfansyah
Ensiklopedia Sosial Review Vol 3, No 1 (2021): Volume 3 No 1 Februari 2021
Publisher : Lembaga Penelitian dan Penerbitan Hasil Penelitian Ensiklopedia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33559/esr.v3i1.687

Abstract

Consumer protection is any effort that ensures legal certainty to protect consumers. The legal basis that regulates consumer protection in Indonesia is Law Number 8 of 1999 concerning Consumer Protection. The method used in this research is normative legal research, using a statutory approach. According to Article 45 Paragraph (1) of Law Number 8 of 1999 concerning Consumer Protection, it is emphasized that every consumer who is injured can sue business actors through an institution that is tasked with resolving disputes between consumers and business actors or through courts within the general court. In order to resolve consumer disputes outside the court, the government is mandated to establish a Consumer Dispute Resolution Agency. In handling and resolving consumer disputes, the Consumer Dispute Resolution Agency forms an assembly consisting of at least 3 (three) members representing elements of government, elements of consumers, and elements of business actors. According to Article 54 Paragraph (3) of Law Number 8 of 1999 concerning Consumer Protection, it is confirmed that the decision of the assembly formed by the Consumer Dispute Resolution Agency is final and binding. Settlement of disputes through the Consumer Dispute Resolution Agency doesn’t eliminate criminal responsibility so that the decision of the assembly formed by the Consumer Dispute Resolution Agency is sufficient initial evidence for investigators to carry out investigations.
Perancangan Game Berbasis Multimedia Development Life Cycle (MDLC) Tentang Tokoh Pahlawan Indonesia Masa Kini untuk Generasi Z Shalih, Puji Rahmah; Irfansyah, Irfansyah
Jurnal Pendidikan Multimedia (Edsence) Volume 2 No 2 (Desember 2020)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v2i2.26690

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Indonesia sudah mengalami masa penjajahan oleh negara lain sampai akhirnya bisa memerdekakan diri. Prosesnya tidak luput dari perjuangan banyak orang yang terlibat dari berbagai pihak yang berperang dengan negara penjajah. Orang-orang tersebut dinamakan pahlawan yang sudah berjasa bagi Indonesia. Berbagai generasi sudah terlewati seiring dengan berjalannya waktu. Dengan munculnya teori generasi, generasi saat ini bisa kita sebut sebagai generasi Z atau generasi yang tumbuh dekat dengan teknologi. Di era teknologi yang dekat dan bebas ini, generasi ini tetaplah memerlukan sosok panutan atau pahlawan namun para pahlawan zaman dulu tentu saja sudah tidak sesuai lagi dengan zaman sekarang, zaman dulu pahlawan masih menggunakan senjata dan berperang secara fisik, berbagai masalah baru pun muncul salah satunya adalah kasus intoleransi dan radikalisme. Game merupakan salah satu media yang popular, game tidak hanya berfungsi sebagai hiburan tetapi bahan informasi, melatih beberapa aspek dan pembelajaran. Game akan dibuat menggunakan metode MDLC (Multimedia Development Life Cycle) metode ini terdiri dari enam tahapan yaitu concept, design, material collecting, assembly, testing dan distribution. Hasilnya didapatkan tokoh panutan, karir, karakteristik dan kontribusi dari tokoh-tokoh di Indonesia saat ini dan beberapa merupakan sesuatu yang baru kemudian akan dibungkus dalam sebuah game yang berisi karakteristik kepahlawanan di zaman generasi Z.
Modification of Visual Characters in Indonesia Animation Film Ekawardhani, Yully Ambarsih; Santosa, Imam; Ahmad, Hafiz Azis; Irfansyah, Irfansyah
Harmonia: Journal of Arts Research and Education Vol 20, No 2 (2020): December 2020
Publisher : Department of Drama, Dance and Music, FBS, Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/harmonia.v20i2.22556

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This study aims to determine the relationship between facial physiognomy, body shape, and visualization of animated film character designs. Characterization in an animated film is inseparable from the characters who are placed to fulfill the film’s role. In the creation of physiognomy and body shapes can be combined as an approach to design. The characters are modified through simplifications in the form of cartoons. This is done so that the visualization of the character gets closer to the role added, in addition to emphasizing the characteristics of one character to another. Even in animated films, characters become important elements to direct the understanding of stories. The approach used is interdisciplinary, given that in characters there is a merging of visual elements that need to be approached using different theories. The combination of theories used is personality theory through somatotype to find characters through body shapes, physiognomy from Ar-Razi and ming xiang to obtain character traits and the theory of simplifying shapes into cartoons. The result is a match between the characters played by the three reference elements. The interesting thing that was found was the application of different physiognomy between one character and another to reinforce the characteristics. So that in the film, these figures can represent roles, which are human presentations in real life.
IMPLEMENTASI TEKNIK SABETAN MELALUI KINECT (STUDI KASUS PENGENALAN GERAK WAYANG KULIT TOKOH PANDAWA) Toto Haryadi; Irfansyah Irfansyah; Imam Santosa
Techno.Com Vol 12, No 1 (2013): Februari 2013 (Hal. 1-72)
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1101.953 KB) | DOI: 10.33633/tc.v12i1.786

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Perkembangan hiburan barat yang datang ke Indonesia menjauhkan generasi muda dari seni tradisional, salah satunya adalah wayang kulit. Generasi muda lebih menyukai hiburan berupa konser musik, film dan game, yang didukung oleh teknologi yang canggih. Wayang kulit dapat menjadi makin terpinggirkan, maka usaha harus dibuat untuk mendekatkan generasi muda pada wayang kulit, yang dapat dilakukan dengan wayang kulit digital. Perancangan aplikasi “Dalang Virtual” yang terdiri dari variasi gerakan dari Pandawa yang disebut teknik pergerakan wayangadalah satu dari bentuk wayang digital yang menggabungkan seni tradisional dengan teknologi motion capture (sensor kinect) melalui penelitian dan eksperimen. Metode yang digunakan dalam penelitian ini termasuk pengumpulan data, analisa data dan perancangan aplikasi berbasis metode desain multimedia (MDLC) dan teori interaksi desain. Data dikumpulkan menggunakan metode deskriptif kualitatif, wawancara, observasi, dokumentasi dan studi literatur. Data tentang Pandawa seperti visualisasi fisik dan atribut, karakter, bagaimana memainkan karakter dan contoh teknik menggerakkan wayang dianalisa dan diolah untuk digunakan sebagai referensi dalam merancang aset pada aplikasi, dengan mengadaptasi konsep wayang kulit dalam bentuk tradisional. Penelitian ini menghasilkan prototipe dari aplikasi interaktif “Dalang Virtual” yang mengimplementasikan variasi teknik gerakan wayang Pandawa yang umum digunakan dalam pertunjukan wayang. Penelitian lebih lanjut diperlukan untuk memaksimalkan performa dari aplikasi ini dan juga meningkatkan kompatibilitas sensor kinect dalam implementasi teknik gerakan wayang Pandawa. Keywords : gerakan wayang, pandawa, dalang, kinect, aplikasi interaktif
DESIGN AND MULTIMEDIA LEARNING PRINCIPLES ON MOOC INDONESIAX Andreas Rio Adriyanto; Imam Santosa; Achmad Syarief; Irfansyah Irfansyah
Jurnal Cakrawala Pendidikan Vol 40, No 1 (2021): Cakrawala Pendidikan (February 2021)
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/cp.v40i1.34699

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The “Kampus Merdeka” or “Freedom Campus” policy from the Indonesian Ministry of Education gives students the freedom to participate in learning activities outside their study program. Learning resources can be obtained from online-based learning. One online learning resource is MOOC (Massive Online Open Course), which has gained massive participation. Good quality learning materials can help students construct their knowledge. Indonesian MOOC providers have developed their learning materials, but they are still not optimal in quality. This study aims to analyze the implementation of design and multimedia principles on Indonesian MOOC’s learning materials. The research used a quantitative strategy with the data collection method of visual observation of the IndonesiaX materials compared to those of edX, Udemy, and Coursera materials. Data analysis was based on the visual analysis of 9 design principles and 12 multimedia learning principles. In this research, the findings reveal that the design consistency and icon representation principles are yet to have an optimal grade. The same conditions are also found in implementing the multimedia principles of coherence, redundancy, and modality. The findings in this study are expected to be a consideration for MOOC providers in designing better online learning materials.